WhoDunIt - Combat Overhaul (r81 released)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Capt.J3
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#121

Post by Capt.J3 » Thu Mar 05, 2015 3:56 am

Spoiler: Dor.Robotnik's tombstone :o (Open)
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Thanks guys, Ill remind you guys when the time is ready. But however, there is a downside... this map requires Zand 2.0.....

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Zeberpal
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RE: WhoDunIt - Combat Overhaul (r81 released)

#122

Post by Zeberpal » Thu Mar 05, 2015 8:17 am

Capt.J3 wrote: this map requires Zand 2.0.....
but why?
Last edited by Zeberpal on Thu Mar 05, 2015 8:18 am, edited 1 time in total.
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Capt.J3
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#123

Post by Capt.J3 » Thu Mar 05, 2015 12:58 pm

Zeberpal wrote:
Capt.J3 wrote: this map requires Zand 2.0.....
but why?
Hello da zebber! I used a lot of wall texture scaling with doombuilder2, which requires Zand 2.0. It can be played in the original one, but its going to look... odd.

Anyways.

Here's an update with DA CAPT OFFICIAL LIGHTING SYSTEM 2.0
Spoiler: with out Da capt's lighting system.. D: (Open)
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Spoiler: With da capt's lighting system! :D (Open)
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Last edited by Capt.J3 on Thu Mar 05, 2015 4:16 pm, edited 1 time in total.

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Peanut
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#124

Post by Peanut » Fri Mar 06, 2015 12:37 am

Capt.J3 wrote:light
I'm still not seein' it.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#125

Post by Capt.J3 » Fri Mar 06, 2015 12:48 am

Peanut wrote:
Capt.J3 wrote:light
I'm still not seein' it.
What you mean? I can see them just fine.. :\
edit: I had a few friends looked at it, and they can see the lights. Is it your screen?
Last edited by Capt.J3 on Fri Mar 06, 2015 12:50 am, edited 1 time in total.

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abbuw
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#126

Post by abbuw » Fri Mar 06, 2015 11:43 pm

I've started working on a WhoDunIt map that I created about a year ago.
Spoiler: Screenshots (Open)
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It's a church!

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nax
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RE: WhoDunIt - Combat Overhaul (r81 released)

#127

Post by nax » Sat Mar 07, 2015 6:22 pm

looks good abbuw!

Burger_Betty
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RE: WhoDunIt - Combat Overhaul (r81 released)

#128

Post by Burger_Betty » Sat Mar 07, 2015 6:23 pm

That looks great! Just needs a little more detail to fill in the open areas. Can't wait to play all these new maps, nice work guys!

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Peanut
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#129

Post by Peanut » Sun Mar 08, 2015 1:08 am

Capt.J3 wrote: stuff
I meant that I still don't see why you need Zan 2.0 for dynamic lights. Don't the previous builds support them?

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RE: WhoDunIt - Combat Overhaul (r81 released)

#130

Post by Capt.J3 » Sun Mar 08, 2015 1:46 am

Peanut wrote:
Capt.J3 wrote: stuff
I meant that I still don't see why you need Zan 2.0 for dynamic lights. Don't the previous builds support them?
I already said this. I used a lot of texture scaling by the means of Doombuilder. I did a lot of texture detailing with the 3d floors, so using the texture's lump becomes useless in those terms.

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Peanut
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#131

Post by Peanut » Tue Mar 10, 2015 3:29 am

Capt.J3 wrote: I already said this. I used a lot of texture scaling by the means of Doombuilder. I did a lot of texture detailing with the 3d floors, so using the texture's lump becomes useless in those terms.
Oohhh, gotcha. Didn't even know 2.0 properly supported Doombuilder scaling. That makes things a whole lot simpler.

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abbuw
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#132

Post by abbuw » Wed Mar 18, 2015 1:50 am

Thanks for the feedback, guys. More screenshots of the church map; added some more areas. Screenshots are a little dark, sorry.
Spoiler: Screenshots (Open)
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Kaminsky
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RE: WhoDunIt - Combat Overhaul (r81 released)

#133

Post by Kaminsky » Wed Mar 18, 2015 4:18 am

abbuw wrote: More screenshots of the church map; added some more areas. Screenshots are a little dark, sorry.
The church is coming out very nice. The lighting fits well on the stained glass in the archaic-like hall and even in the smaller corridors. Just remember to add some more scenery/obstacles to prevent some regions of the map from being vacant.
Last edited by Kaminsky on Wed Mar 18, 2015 4:19 am, edited 1 time in total.

Capt.J3
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#134

Post by Capt.J3 » Fri Mar 20, 2015 1:08 pm

Here's a few videos of my Latest map for WDI. Credits goes to DoomFiend for the videos.

Report one(old)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Report two (Newest)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
(nvm his weapons wad)
Last edited by Capt.J3 on Fri Mar 20, 2015 1:09 pm, edited 1 time in total.
Spoiler: DON'T CLICK (Open)
But u did anyway... D:

Burger_Betty
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RE: WhoDunIt - Combat Overhaul (r81 released)

#135

Post by Burger_Betty » Fri Mar 20, 2015 4:56 pm

Hey all, I got a question about the new update Prepper made.

I've noticed this week my ability to murd effectively dropped down significantly, but I couldn't figure out why other than feeling pressured to pick bad fights because my mental was always low. Last night I was playing Castaway, got picked as murd and noticed right away my mental seemed to be draining really fast. Also, while attacking other players, despite hitting them 6-7+ times with knife, I gained 0 mental. The map was on barely 5 minutes and I had less than an inch of mental left.

Basically I'm wondering if mental drain was changed in this update or if I'm imagining things. I feel like I'm being forced to play stupidly because there's no time to employ the tactics I used before (blending in, trying to get someone to trust me, waiting for appropriate opportunities to 1v1 someone, setting traps or stashing weapons, etc.).

Am I crazy?

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Riclo
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#136

Post by Riclo » Fri Mar 20, 2015 5:12 pm

Burger_Betty wrote: Hey all, I got a question about the new update Prepper made.

I've noticed this week my ability to murd effectively dropped down significantly, but I couldn't figure out why other than feeling pressured to pick bad fights because my mental was always low. Last night I was playing Castaway, got picked as murd and noticed right away my mental seemed to be draining really fast. Also, while attacking other players, despite hitting them 6-7+ times with knife, I gained 0 mental. The map was on barely 5 minutes and I had less than an inch of mental left.

Basically I'm wondering if mental drain was changed in this update or if I'm imagining things. I feel like I'm being forced to play stupidly because there's no time to employ the tactics I used before (blending in, trying to get someone to trust me, waiting for appropriate opportunities to 1v1 someone, setting traps or stashing weapons, etc.).

Am I crazy?
About five minutes is around the time a mental breakdown happens if you haven't killed anyone yet. Stabbing doesn't give you sanity though, only killing and getting hit by innocents

I tested with and without the update and didn't notice any difference.

[spoiler]Also J3 your map is looking really nice so far, I love the atmosphere of the graveyard.
Only one complaint from what I saw though-- There seems to be alot of narrow hallways inside the mansion.[/spoiler]
Last edited by Riclo on Fri Mar 20, 2015 5:16 pm, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#137

Post by Burger_Betty » Fri Mar 20, 2015 5:16 pm

Thanks Riclo, I must be crazy then. I'm not sure why it feels this way when it didn't for the past 3 months, but I guess I'll just take the mental breakdown instead of picking stupid fights.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#138

Post by Capt.J3 » Fri Mar 20, 2015 5:57 pm

Riclo wrote: [spoiler]Also J3 your map is looking really nice so far, I love the atmosphere of the graveyard.
Only one complaint from what I saw though-- There seems to be alot of narrow hallways inside the mansion.[/spoiler]
Hey Riclo, thanks for your take on the map. As for the narrow hallways, believe it or not, in the game, it is very narrow.. lol I am trying my best to mimic it close as possible with doom's very limited engine.
Spoiler: DON'T CLICK (Open)
But u did anyway... D:

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RE: WhoDunIt - Combat Overhaul (r81 released)

#139

Post by Theshooter7 » Fri Mar 20, 2015 6:34 pm

Burger_Betty wrote: Thanks Riclo, I must be crazy then. I'm not sure why it feels this way when it didn't for the past 3 months, but I guess I'll just take the mental breakdown instead of picking stupid fights.
Were you using this combat overhaul, or the original release version? If it's the former, there were no real changes to the sanity handling, so it's possible the meter could be bugged (and iirc that was a potential issue I ran into once or twice while implementing it; so it may not actually be fixed properly as I thought).

If the latter, I know a lot of people run patched version of the mod on the servers (since the initial release had some problems). If that is the case, then it's out of my hands unfortunately.
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OrangeMario
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RE: WhoDunIt - Combat Overhaul (r81 released)

#140

Post by OrangeMario » Sat Mar 21, 2015 3:58 am

I really like how the new overhaul system is working from the sound of things. I've yet to actually try it out myself, though.

I actually wanted to start making a map for WDI, but I'm not quite sure which wad's or pk3 files I should use as a base for testing while in Doom Builder 2 ( since the more popular servers use an array of addons ).
I've already checked this forum for anything regarding Doom Builder guidelines for this mod, but did not find anything...

Any actors or scripts I should keep in mind in order for maps to work with this overhaul, when I start making maps?
Last edited by OrangeMario on Sat Mar 21, 2015 4:01 am, edited 1 time in total.

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